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02/04/09, 3:49 AM
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#151
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Piston Honda
Undead Warlock
Dunemaul (EU)
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Is it even possible to see all the dots on a target? Doesn't the UI only show like 16 debuffs? If this is true, a solution could be that the UI prioritizes showing your debuffs.
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02/04/09, 3:55 AM
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#152
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Von Kaiser
Blood Elf Warlock
Cho'gall
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You don't need to see all debuffs, since it already shows yours first. Ever since your own debuffs had duration information attached (via the Blizzard API), the default UI has shown your debuffs first and enlarged. In 3.0 the duration of all debuffs/buffs are usually known on units within your sphere of interest, but so far as I know, it still shows your debuffs first and enlarged.
(I use custom unit frames, so I'm not really the first to know on the status on Blizzard's default unit frames)
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02/04/09, 5:26 AM
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#153
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Von Kaiser
Undead Warlock
Cenarion Circle
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Originally Posted by Zaleiria
You don't need to see all debuffs, since it already shows yours first. Ever since your own debuffs had duration information attached (via the Blizzard API), the default UI has shown your debuffs first and enlarged. In 3.0 the duration of all debuffs/buffs are usually known on units within your sphere of interest, but so far as I know, it still shows your debuffs first and enlarged.
(I use custom unit frames, so I'm not really the first to know on the status on Blizzard's default unit frames)
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This isn't always true. I'm not sure what causes it but I've seen my debuffs get pushed into the middle of the second row before on Archavon and KT. Makes tracking your debuffs a lot harder and while it isn't something that occurs often it does happen. I'm assuming it's a bug of course because what you cited is how it works 95% of the time.
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02/04/09, 5:30 AM
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#154
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Von Kaiser
Undead Warlock
Draenor (EU)
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Originally Posted by crimsonsmirk
My main problem actually is the statement that affliction were a broken spec and needed fixing.
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Needing a timer to play the spec is not broken, timers are handy for many classes (rogue rupture, hunter serpent sting etc).
What comes down to me as broken is basicly the total lack of crit scaling and the manageability of pets combined with the fact you are always going to be less able to be "aware" of your fight cause the complicated juggling of spells and therefor I have yet to see any affli warlock raid leading and doing great dps at the same time.
Another broken thing is that we need at least 15 points in destro to make us raid viable and the best glyph we get is for a destro spell.
I am not trying to recap all previous mentions of what is or would be wrong and wether or not blizzard fails or whatever, but at the moment the complicated rotation of affli is the least that worries good affli warlocks, in fact, most of us actually enjoy it a lot.
For a while I went with ruin over UA in TBC and dropped immolate, that alone made fights that much more boring.
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02/04/09, 6:58 AM
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#155
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Piston Honda
Undead Warlock
Dunemaul (EU)
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They should allow dots to stack in 2s, where the second dot takes over once the first is finished, and where you can only apply a second dot when the first dot has 50/20% left.
Figuring out whether a dot can be stacked could be done by adding a frame or making it blink in the default ui.
Then the "fun" complexity is maintained, but the player has more freedom(with timing the dots) and the default ui should be sufficient. This would also make it possible to maintain a good/perfect uptime and lag/casttime/traveltime would have less influence.
One could even add Dotimer bars, they would then show the window where you need to apply the dot, not when the dot ends.
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02/04/09, 8:45 AM
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#156
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Glass Joe
Undead Warlock
Kilrogg (EU)
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I really like that idea Exog, it would possibly boost lock DPS too much though. Imagine never clipping or having your DoT's fall off for a short while, would probably be worth 300-400 DPS easily.
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02/08/09, 5:31 PM
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#157
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Glass Joe
Undead Warlock
Vashj (EU)
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Edit: Sorry, wrong thread.
Last edited by Demondan : 02/08/09 at 5:33 PM.
Reason: Wrong thread.
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02/12/09, 12:09 PM
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#158
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Don Flamenco
Human Warlock
Thunderhorn
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Well, we know Siphon Life will be applied by Corruption (and very likely renewed by Everlasting Afflictions) If that's as far as they're gonna go I can honestly say I don't have any complaints. Siphon was the longest duration DoT so really this change is one of the least impacting ones they could have made. On the plus side it's definitely positive from a soloing perspective. Corruption, CoA, next mob!
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02/13/09, 10:48 AM
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#159
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Glass Joe
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I have been having a rough go with affliction, and have seen plenty of other locks that I out gear by a little bit do more dps than I. It is frustrating. I can touch 5k on patchwerk, and I do well on most very rooted fights. But for many fights which require a lot of movement, I slip down the damage meter pretty bad. To me, this is a failure in affliction right now...
One of the greatest things about affliction through the years was the ability to move, and not suffer a huge dps loss.... while now, it destroys it.
One of the things I think would make this better, is a simple change to haunt, similar to what has already been mentioned.
My Rotation is: SB, Haunt, UA, Imm, CoA, Corr, SL, SB Fill (Drain Soul under 25%)
I feel changing Haunt to either be an instant cast, or increasing the length of its duration, coupled with the refreshing of both Corruption AND Siphon Life would make a huge difference.
I often lose corruption and have to refresh manually because I start the refresh of haunt 1 GCD too late, and with travel time, corruption drops. This causes the need to waste another GCD on Corruption. Plus, Siphon Life having such a long length in comparison to the other dots, it makes it come up at odd times, that it often becomes the sacrificial DoT that waits a few casts in the rotation before being put back up.
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02/15/09, 9:31 AM
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#160
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Banned
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You must be doing something wrong if you are not topping movement-based fights such as Heigan. The advantage of affliction dps is resilience from player movement, because up to 70% of affliction dps can be kept up through rapid stop-movement. Up to 24% of total dps (coa/corr/sl) can be kept up if the player is forced to move 100% of the time.
Affliction is one of the very few specs that do not take massive hits when the player is forced to move. As compared to frostfire spec, in which any movement basically denies dps time.
THe problem with affliction is the huge setup time, in which significant delay intervals such as maexxna web wraps will completely undermine performance.
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02/15/09, 10:36 AM
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#161
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Von Kaiser
Gnome Warlock
Thrall (EU)
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With Haunt, UA and Immolate having a cast time, I don't think that affliction is as movement independent as you describe it. Factor in the loss of Shadow Embrace, and you are left with the base damage of SL, Corr and CoA. If you can cast again, you need some time to put up all your debuffs again.
Affliction might still be the spec least inflicted by movement, but you will no longer be Top-dps like in Gruul's Lair where the only drawback were some missed shadow bolts.
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02/15/09, 11:20 AM
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#162
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Don Flamenco
Blood Elf Paladin
Lightning's Blade (EU)
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Originally Posted by Bahkauv
With Haunt, UA and Immolate having a cast time, I don't think that affliction is as movement independent as you describe it.
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Wrong. Show me a fight where you can't stop to cast a sub 1.5 second spell. You're just assuming that movement means nothing with cast time will be cast.
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02/15/09, 12:06 PM
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#163
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Von Kaiser
Undead Warlock
Draenor (EU)
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Originally Posted by 32103940
You must be doing something wrong if you are not topping movement-based fights such as Heigan. The advantage of affliction dps is resilience from player movement, because up to 70% of affliction dps can be kept up through rapid stop-movement. Up to 24% of total dps (coa/corr/sl) can be kept up if the player is forced to move 100% of the time.
Affliction is one of the very few specs that do not take massive hits when the player is forced to move. As compared to frostfire spec, in which any movement basically denies dps time.
THe problem with affliction is the huge setup time, in which significant delay intervals such as maexxna web wraps will completely undermine performance.
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Still though, there's only so much to cast, if your dots are up there is nothing to cast.
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02/15/09, 12:19 PM
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#164
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Glass Joe
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Originally Posted by DiamondTear
Wrong. Show me a fight where you can't stop to cast a sub 1.5 second spell. You're just assuming that movement means nothing with cast time will be cast.
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It is not impossible, but at times can be difficult, and regardless, the rotation suffers a great deal.
Anyhow, that was not the point of my post. My post was simply to point out a couple things I think would help simplify the rotation, and improve those situations.
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02/15/09, 4:55 PM
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#165
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Piston Honda
Blood Elf Warlock
Magtheridon
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Originally Posted by kornax
It is not impossible, but at times can be difficult, and regardless, the rotation suffers a great deal.
Anyhow, that was not the point of my post. My post was simply to point out a couple things I think would help simplify the rotation, and improve those situations.
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Everyone suffers some dps loss when moving. It's just that affliction actually suffers the least amount.
Also to make everything instant cast means Blizzard will lower the damage the spell can do to make up for it being instant cast.
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